Rob Verweij

rove

About Me

I'm a self-taught 2D and 3D CGI enthusiast with a lifelong love for art and a particular passion for bringing nature to life. My journey into 3D began in the 90s with LightWave 3D, but I truly found my creative home with SideFX Houdini in 2009. I am constantly inspired by the world around me and dri...  more
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Dordrecht, Netherlands
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Houdini Engine

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プロシージャルワークフロー  | Environments  | Digital Assets  | Motion Editing  | Animation  | Solaris  | Mantra  | Karma  | Lighting  | Pyro FX  | Fluids  | 説明  | Realtime FX  | VEX
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Recent Forum Posts

Liquid Alchemy: VEX-driven vertical plume study 2026年5月3日11:57

For a future project I spent this day in Houdini 21 building a procedural plume from scratch. I swapped the standard emitter for a simple custom VEX-driven velocity burst to get that specific "explosion from center" look.

The flip solver was set to FLIP (Splashy) to get those crisp, high-velocity droplets and I finished it off with a MaterialX gold shader in Solaris.

Who says you can't be an alchemist in 2026?

VolumeWrangler get height of specified 2025年4月10日12:09

To access neighbors, you need to calculate their positions relative to the current one. Since voxels are on a grid, you do this by offsetting the voxel coordinates. Houdini provides the volumeindex VEX function [www.sidefx.com] to help you read values from a volume at specific voxel coordinates.

Render problem of fire in the viewport as well as a render rop. 2025年4月10日11:58

fixed it. I have removed the gasdissipate microsolver from inside the pyrosolver and used the dissipation setting on the pyrosolver settings which seemed to fix it. I'll check what I did wrong on that gasdissipate solver later today.